Breakers FAQ/Move List by asiliat

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===============
Breakers v1.17
===============

Tribute:
Some parts of this FAQ was lifeted from Galen Tatsuo Komatsu's 
<gkomatsu@hawaii.edu>  Breaker's Revenge FAQ.  Most of the special moves are 
from his FAQ. 

Reason:
There was never one for Breakers that I could find, and some of the moves in
the first one is missing in the sequels' FAQ.  I felt inclined to update the
movelist.

Again, I stress that the original FAQ was created by Galen Tatsuo Komatsu,
go thank him/her.... :)

Breakers v1.17 note:
--------------------
Wow, didn't even realize that Alison III had different aerial moves other
than Jump, hold down + D.  Added it back in.

Breakers v1.16 note:
--------------------
Please let this be the last update :>

Change the display format to be DOS Edit friendly.

Deleted all the other version's notes.  No need.  Since this is the only FAQ
that's being posted on the net.

Added more combos.  Mahrel, Tia, and Sho all got new combo(s).

Condor's B, C, Sky Bridge can also be used to demonstrate the Dizzy Juggling
system described below.  Under normal usage of the combo, the B kick is the
knee animation, while the C is the uppercut (try it, stand next to opponent,
hit C).  Only then will the Sky Bridge connect.  It is also true that B, C
will be considered a 2 hit combo even if the C animation is the stun punch.
Having said all that (are you still with me?), if the stun punch (C button),
dizzies the opponent, immediately do a Sky Bridge, and it will also count as
the 3rd hit!!

Added another Sho move.  It's always been there, but I never thought to add
it.


--------
Notation
--------

ub  u  uf
  \ | /  
b--   --f
  / | \  
db  d  df

The above diagram shows the 8 joystick position.... fairly standard. 

ABCD = 4 buttons, A+C are weak/strong punches, B+D are weak/strong kicks

NOTE: The directions are always written in lowercase, while the button
presses are always in capital letters.  Assume that all moves start with
character facing right.  (1st Player's starting position).

"P" can be any punch
"K" can be any kick
"(P)" or "(K)" means the P/K is optional
"J" first jump, then perform move
"*" is a Super attack
"." charge for a 1-2 seconds before next joystick direction
"^" the move can also be performed in the air
"!" tap button repeatedly for more hits
"x#" the maximum hits that can be obtained by pressing the P or K button
"O" spin the joystick either clockwise or counter clockwise
"c" the move must be performed from up Close
"st" standing
"cr" crounching
"j" jumping

 
---------------
Fighting System
---------------

Cross-up:
As it's the norm these days, a cross-up attack means that when your
character lands a jumping attack, s/he will land on the opponsite side of the
opponent.  For example, if the Player is jumping from left to right, he will
land on the right side of the opponent.

Guard Break:
When executed, the move will hit a blocking opponent, thereby "breaking" his
defense.  A good exampe is when your opponent is crouch-blocking, and Sho
does a Hopping Lunge Punch.  This will hit a crouch blocking opponent.

Supers:
As with most 2D fighters these days, there are Super attacks that can only
be performed when your "super meter" shows at least a 1.  It is very easy to 
interrupt a Strong Punch/Kick with Supers, which make them rather deadly...

Maximum:
If you decide to not use your super, it will go from 1, to 2, to Maximum.
When your super bar flashes maximum, all moves will do more damage.

Chain combos:
These are a sequence of button presses that result in multiple hits.  Chain 
combos can only go from a weak punch/kick to a strong punch/kick.  The 
difference between chain and linked combos are that Chains do not require any 
sort of real timing.  When the first punch/kick hits, go through the rest of
the sequence of buttons to complete the chain combo without having to worry
about when to press the buttons.  A good example of an easy chain combo is
Sho's st weak Punch, st. weak Kick, st. Strong P/K.

Link combos:
Linked combos are button presses that when timed correctly, will add to the
number of hits possible.  Normally, the 2 hits aren't counted as "combos",
but because of good timing, it is possible for them to add together as
multiple hits.  A good example is Dao-long's link.  Do a turn-around
Roundhouse (BD) then as he retracts, hit A.  This will result in a 2 hit
combo.

Juggling:
This allows the Player to hit an opponent when they are still in the air.
The juggling system in Breakers is very limited.  The time for juggling only
occurs while the Opponent is still being lifted in the air by the Player's
attack(s).  A somewhat shoddy example of a juggle is Sho's cr. Strong punch
into Flash Wave.  Also, I've performed a rare juggle with Dao-long vs. CPU.
Jump towards Opponent with D.  While I'm jumping, CPU jumps back.  As he is
barely above ground, my D kick connects, hitting him for 2 hits.  This pops
the computer in the air, and I land.  When I landed, I added on a close
st. Strong punch, which added an extra hit.  This I feel is juggling.  Again,
I stress the juggling system is very limited, nothing like MK style
trampolines, or even SFA3's juggles.

Dizzy Juggling:
This is more fluke than anything else.  When the hit that the Player perfomrs
dizzies, the Opponent is knocked off his feet, which floats him in the air.
Now, as the Opponent is floating upwards, some moves will juggle for more
hits.  For example, use Rila to dizzy with her cr A while the Opponent is in
the corner.  As soon as the Opponent is floating, do a Spinning Claw.  This
will add up to 12 hits, instead of the normal 11.  Admittedly, Dizzy Juggles
are more of a fluke than anything else (at least for me.)  But this is a
legitimate condition for juggling combos.

Knockdown Recovery:
Certain situations will make your opponent lie flat on the ground after being 
hit.  An easy example is being swept with a cr. D kick.  Normally your
character will take his/her time to get up.  With knockdown recovery, as soon
as you're lying flat, hit ABC or BCD.  Your character should immediately roll
or spring back (depending on the animation) and get up quicker.

Taunts:
As far as I can figure out, taunts don't affect gameplay.  But it's sure fun 
when in the heat of the battle, you taunt your opponent, and there's nothing
s/he can do about it.  You can taunt once every 6 in game seconds.

--------------------
Character's Movelist
-------------------- 

Sho ---------
bb or ff (P)	  	Dash or Dash and Punch
J u C			Air Uppercut
J A (x5)		Multiple air jabs
J d D			Stutter, then a diving kick
J d B			Knee Bounce
AC			Hopping lunge punch (low guard crush)
BD			Shin kick (high guard crush)
BC			Pseudo "Tiger Knee"
d,df,f P         	RekkoHa  [Flash Wave]
d,db,b K (x3)     	KurenaiSandanKeri  [Crimson Kick]
d,df,f K           	MidareKiryuuKeri  [Violent Wind]
f,b,f P           	ShippuuShoKenTsuki  [Gale Thrust]
d,df,f,d,df P           * SeikenShouha  [Fist Blast]
d,db,b,d,db K^          * KurenaiGansaiShuu  [Crimson Smash]
J d,df,f,d,df P         * Super air Flash Wave
--
COMBOS:
st A, A, B, C, Violent Wind
st A, C, C, Flash Wave
st A, C, C, C, Crimson Smash
cr C, Pseudo "Tiger Knee", Crimson Smash


Pielle --------
bb or ff (P)	  	Dash or Dash and Punch
AC			Hopping Fierce Thrust
BD			Butt bounce (low guard crush)
J d A			Pogo Sword			
d,df,f P		Bonjour Shot
f,d,df P		<ropin> Runner
d,db,b P (x3)           <musshu> Clash
d,db,b K           	Rosa Train
J d ABC or BCD          <merushii> Une Deux Trois
d,df,f,d,df P           * <andu ropin>
d,db,b,d,db P           * <kurauzaa> Thunder
d,db,b,d,db K           * Super Rosa
--
COMBOS:
cr C, Thunder
st A, A, A, Clash
Butt bounce, st A, A, A, Andu Ropin
Pogo Sword, C  <--- aim the Pogo Sword at opponents feet, as soon as it
                    connects, do a C


Condor --------
J d C			Flying body Press (it's different than just J+C)
J d D			Dive Kick
cdf A	or B		Choke Hold
cdf C			Headbutts
cdf D			Bearhug
ABC or BCD		Tomahawk Jack 
ff K			Grand Buffalo Horn
d,df,f K		Sky Bridge
c0 P			Monlight Slam
d,df,f,d,df P           * Astra Rock Buster
c00 P           	* Moonlight Shake
--
COMBOS:
st B, C, Sky Bridge <- The C punch must be the uppercut animation
j cross-up C, cr A, A, A Tomahawk Jack
j cross-up C, cr A, A, A, Astra Rock Buster
A, A, cr A, A, Astra Rock Buster
Choke hold, Astra Rock Buster
Cross-up Flying Body Press, st A, st B, st C, Astra Rock Buster


Rila ---------
bb or ff (P)		Dash or Dash and Punch 
f D		  	Hopping Side Kick
b.f P			Quick Scratch
d.u K			Wild Sabre
b.df K           	Killer Snake
P!                      Spinning Claw
b.f,b,f P		* Shine Beast (hold P to wait...too long will abort
                          the super)
db.df,db,u K		* Bloody Fang
--
COMBOS:
cr (Charge for Leg spike), st C, Wild Sabre
cr A, st C, Quick Scratch
j A, st A, Spinning Claw


Tia -----------
AC			1-2 punch
BD			Cresent Kick (low guard crush)
d,df,f P		Rapid Gale
f,d,df P		Lightning Upper
d,db,b K^		Soul Spike
K!			Mirage Spear Kick
d,df,f,d,df P           * Rapid Change
d,db,b,d,db P^          * Burning Revolver <- You can control it up or down
d,df,f,d,df K           * Cutlass Flasher
--
COMBOS:
st A, A, A, cr B, 1-2 punch
cr A, A, cr B, B, Mirage Spear Kick


Alision III ---
bb or ff	  	Dash
b A			Short Jab
b B			Short Kick
b C			Short Strong Punch
b D (P or K)		Backward Launching Kick.  (Optional P/K while in air)
J d D			Pharoh's Knee
AC			Somersault Slap (low guard crush)
BD			Heel Kick (low guard crush)
b,db,d,df,f P           Poison Fang
d,db,b K^          	Deadly Claw
d,df,f K^		Dash Knee
d,df,f,d,df P           * Anubis Hag
d,db,b,d,db P           * Pharoh Rampage
--
COMBOS:
Somersault Slap, st A, Anubis Hag
Somersault Slap, st A, Pharoh Rampage
Short Strong Punch, Poison Fang
Pharoh's Knee, Short Jab, Short Jab, Dash Knee


Mahrel --------
bb or 	ff		Dash
J d B			Ass Splash
J d C			Belly Flop
AC                      Belly Splash
b or f ABC or BCD       Mahrel Bomb (control distance with b or f)
d,db,b P		Slash Sword
d,db,b K		Punish Sword
b,db,d,df,f P           Fire Breath
d,df,f,d,df P           * <kadabuura> Bomber
d,db,b,d,db P           * Shiva Dance
c0 K			* Rolling Press
--
COMBOS:
Belly Splash, f C (Headbutt), interrupt into Slash Sword
Belly Splash, f C (Headbutt), interrupt into Shiva Dance
close ff, Rolling Press <- Not a combo, but the Super will connect right after
the dash.
cr B, Belly Splash, Rolling Press <- Although the hit counters don't add up,
there is no known escape.


Dao-Long ------
AC			Mini Dragon Fang
BD			Turn-around Roundhouse
CD			Flying Elbow smash (low guard crush)
b.f P			KouRyuuga  [Dragon Fang]
d.u P			SenkyuTai  [Leg Spike]
b.f,b,f P		* HoushinRenha  [Cannon Wave]
b.f,b,f K		* ShinkyokuRembu  [Divine Rampage]
db.df,db,u K!           * RenkyuuTai  [Leg Drill] 
--
COMBOS:
st A, A, A, B, Mini Dragon Fang
cr (Charge for Leg spike), st C, Leg Spike
Turn-around Roundhouse, cr A, Leg Spike
cr A, A, A, Cannon Wave


----------------
Alterative Names
----------------

Sho = Jin
Pielle = George
Condor = Gigars
Rila = Sandra
Tia = Shelly
Alison III = Atoum
Mahrel = Javar
Dao-Long = Liu-Khai
============================================
Created/modified by Asiliat the Wonder Puppy
asiliat@hotmail.com
irc efnet: #neogeo, #retrogamers, #mame.